Here is my reflection on our second cross-section prototype and playtest: things are starting to work now!
Dec 5, 2024After completing the first prototype, I revisited and clarified the design question and direction of my project. Following a one-on-one discussion with Aya, I decided to tackle the Arduino-related technical challenges that I had never worked on before. After obtaining an ESP32, an OLED display, and various sensors, I embarked on a series of trial-and-error experiments. Given the limited space in a restroom stall and the small 128x64px display, I considered how to create a simple and intuitive gaming experience. Balancing hardware constraints and coding complexity, I chose “Rock-Paper-Scissors” as the interaction framework for my second prototype test. This game is simple, quick, and transcends cultural barriers.
(The game mechanism’s code still has many bugs at this point and needs further revision.)
1. Do you find the “Rock-Paper-Scissors” game experience on this device enjoyable?
All testers gave positive feedback, stating that the simplicity of the game made it easy to understand and encouraged them to play multiple rounds.
2. If you saw a game device with buttons in a restroom, would hygiene concerns make you reluctant to play?
Most testers felt they would avoid touching the game buttons, especially in restrooms outside of school.
3. I’m considering different configurations for the game. Which one would you be more willing to play?
(1) Placing the game in two separate restroom stalls, allowing two strangers using the stalls to play together.
(2) Placing the game on both sides of a restroom door, enabling the user inside to play with the person waiting outside.
Some testers leaned toward the first option, as seeing the person waiting outside after using the restroom felt awkward to them.
4. If the game device used non-contact sensors (e.g., sound, infrared, ultrasonic sensors) to detect interaction, what type of interaction would make you more willing to try the game?
Two testers responded that they would prefer quiet interactions over games requiring sound, as they felt more comfortable playing silently.